In Rexters Adventure you play as a kid, playing your favorite arcade game in a new City, but this arcade has a Glitch, and causes you to be put in the game as the Glitch. Will you manage to beat Rexter and get out of this game?
Note: This game has been canceled, no further updates will be made
Release Date: April 20th 2021
Versions: - v0.1 (Gamejolt latest)
- v0.2 (Launcher latest)
- v0.3 (Canceled)
v0.1 is available on Gamejolt, v0.2 is only available in the Goldie Launcher as an exclusive non-released build.
Rexters Adventure was a collab between Rexter and myself to bring a creepy arcade game to life. The game was gonna be expanded with about 4 to 5 levels, and it would end with the Boss level at the volcano, where you had to beat Rexter.
After a lot of brainstorming on where we wanted to go with the game (as it wasn't super popular, and not as scary as I wanted it to be). So after a couple years of silence, we decided to cancel this game, and leave the game in the state it is right now.
However, this game was a lot of fun to work on, and below I will share some code / functionalities of the game.
The coin has some different parts of code I want to show, and reflect upon.
Firstly, the rotation of the coins. Each coin has a Timeline that rotates the Root component of the coin.
In theory this is system is fine, but it could be better by using a Rotating Movement Component. A Rotating Movement Component just rotates the entire Actor, but slightly more optimized and with some control options that the current system does not offer.
The Coin Pickup is done with an overlap of the coin mesh. The main issue being, that I am casting to the player, even though I am not reading anything from the player, but the Player is loaded in memory when this is done, even in Levels I am not using the player.
A slightly more optimized system would be using this, where I just check if the player is overlapping it, or even better, adding a custom Collision channel in the Project Settings that only overlaps with the player, avoiding unnecessary CPU usage:
The Coin Score is done after the trigger. But, there is a Massive issue here, that I didn't know at the time, but now I do. Loading and Saving takes quite some CPU and Disk power. Having to load the save, change it, and then saving it again, for each coin takes a lot of performance the more coins you have. You can't have 100 pickups at once for example, as that would take a chunk out of your FPS.
Nowadays (as reflected on on the Killer in Purple page) I store data in the Game Instance untill it needs to be saved, as the Game Instance persists as long as the game is active.
The score is not the only system having to save and load. When a coin is picked up, it will add that to the collected coins, so they can be deleted if it has been picked up before. This way players can't just relog and gain more coins, but as before, this system also loads and saves, and it is not optimally coded, as each level needs its own block of code.
The arcade machine is used to act as a transition between the "real world" and the arcade world. The player is able to click it, which will play a small animation, after which the player can control the 2D arcade machine.
Overall, this arcade is also coded really well, with an Interaction Interface, which I learned from Killer in Purple and Park of Horror. I did sadly use an Execute Console Command to trigger code in the Level Blueprint, although this was the last game to use this system, as I was moving more and more towards Object Oriented code, which can clearly be seen in Rexters Adventure.
The doors in this game are quite simple, they first teleport you to location A, and the 2nd time they teleport you to location B. Although to make this system work, the door is also teleported along with it, this means that every door you can enter (Entrance and Exit) uses the same Actor.
Besides that, this door system is quite solid, it uses an Interact Interface (Like the Arcade), it can be locked / unlocked) and it has an auto fade in / out.
Posters are also quite simple. They just play an audio cue when interacted with. To prevent the sound from playing twice, it checks if it ain't playing yet, and if that is the case, it will play the sound. Also the poster pauses the music until it is finished.
Rexters Adventure is divided in loads of different maps. The game is also divided in sectors (when you are in the arcade world). You will start in Town Square, continue to Candy Garden, and lastly Frost Land (Unreleased Map).
Each Sector starts with a 3D Level, and continues to a 2D level, to bring that arcade feel to life. At the end of each 2D level there'll be a 3D Chase level.
When you get caught by the Glitch, you'll start in Town Square, a small area with 2 houses, a giant tree and a well, along with a Cave on the other end.
The Town Square is mostly made to introduce the player to the game mechanics, like jumping, collecting coins, and running over longer distances. They can also find Lolbit by the big tree, they sell upgrades for the player (which wasn't fully implemented in v0.2).
Once the player is done they will have to enter the Cave.
The cave is a 2D area that the player has to traverse to go to the other side. On the way they encounter enemies and coins.
At the end of the cave the player can find a white glowing crystal, which is the end location of the 2D Cave. A cutscene will play with Bonnie appearing behind the player.
With Bonnie's Appearance, the player has to escape from the clutches of Bonnie, and run from him in a chase sequence. The Chase sequence was one of my favorite games, and was inspired by one of my childhood games, Scooby Doo: First Frights.
Here you can see a comparison between the 2 games.
The Candy Garden is the 2nd area of the game, added in v0.2, with mostly only Lolbit to buy upgrades. It's also the connection between the 2D Cave and the 2D Candy Garden.
The 2D Candy Garden is again filled with enemies, but this time it is shooting cupcakes. The player has to traverse this area to the end, while collecting coins and avoid dying.
After finding the Giant Stroopwafel, Chica appears and the player has to run away from her.
Frost Land is a level I was working on for v0.3, but it never released. It did not have a 2D section yet, nor did it have much of a chase (besides the appearance of Freddy).
The game was put on hold after v0.2, due to lack of popularity, and cause v0.1 and v0.2 took a lot of time and energy to create back then, as there were only a couple days in between updates.
After this of course v0.3 was cancelled, meaning Frost Land never got to see the light of day.
Below are some never released screenshots of Frost Land:
Screenshots of Chase Section: